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C# Floor.set_tile_aura方法代码示例

本文整理汇总了C#中Floor.set_tile_aura方法的典型用法代码示例。如果您正苦于以下问题:C# Floor.set_tile_aura方法的具体用法?C# Floor.set_tile_aura怎么用?C# Floor.set_tile_aura使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Floor的用法示例。


在下文中一共展示了Floor.set_tile_aura方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: set_melee_attack_aura

 public void set_melee_attack_aura(Floor fl)
 {
     for (int x = my_grid_coord.x - 1; x <= my_grid_coord.x + 1; x++)
         for (int y = my_grid_coord.y - 1; y <= my_grid_coord.y + 1; y++)
         {
             gridCoordinate target_coord = new gridCoordinate(x, y);
             if (!(x == my_grid_coord.x && y == my_grid_coord.y) && !fl.is_tile_opaque(target_coord))
                 fl.set_tile_aura(target_coord, Tile.Aura.Attack);
         }
 }
开发者ID:Chupaflor,项目名称:Cronkpit_Samples,代码行数:10,代码来源:Player.cs

示例2: set_ranged_attack_aura

        public void set_ranged_attack_aura(Floor fl, gridCoordinate pl_gc, Scroll s, RACursor r1)
        {
            int bow_range = 0;
            if (s == null)
            {
                if (main_hand != null && (main_hand.get_my_weapon_type() == Weapon.Type.Bow ||
                                          main_hand.get_my_weapon_type() == Weapon.Type.Crossbow))
                    bow_range = main_hand.get_my_range();
                else
                    bow_range = off_hand.get_my_range();
            }
            else
                bow_range = s.get_range();

            List<gridCoordinate> endpoints = new List<gridCoordinate>();
            if ((is_bow_equipped() && !is_cbow_equipped()) || s != null)
            {
                endpoints = calculate_endpoints(pl_gc, bow_range);
            }
            else
            {
                endpoints.Add(new gridCoordinate(pl_gc.x, pl_gc.y + bow_range));
                endpoints.Add(new gridCoordinate(pl_gc.x, pl_gc.y - bow_range));
                endpoints.Add(new gridCoordinate(pl_gc.x + bow_range, pl_gc.y));
                endpoints.Add(new gridCoordinate(pl_gc.x - bow_range, pl_gc.y));
            }
            List<VisionRay> range_rays = new List<VisionRay>();

            for (int i = 0; i < endpoints.Count; i++)
            {
                range_rays.Add(new VisionRay(pl_gc, endpoints[i]));
            }
            endpoints.Clear();

            int monsterID = -1;
            while (range_rays.Count > 0)
            {
                for (int i = 0; i < range_rays.Count; i++)
                {
                    bool remove = false;
                    int whoCares = -1;

                    range_rays[i].update();
                    gridCoordinate current_ray_position = new gridCoordinate((int)range_rays[i].my_current_position.X / 32, (int)range_rays[i].my_current_position.Y / 32);
                    int x_difference = positive_difference(pl_gc.x, current_ray_position.x);
                    int y_difference = positive_difference(pl_gc.y, current_ray_position.y);

                    if (!fl.is_tile_opaque(current_ray_position) && (x_difference > 1 || y_difference > 1))
                            fl.set_tile_aura(current_ray_position, Tile.Aura.Attack);

                    if (fl.is_tile_opaque(current_ray_position) ||
                        fl.is_los_blocking_Doodad_here(current_ray_position))
                    {
                        remove = true;
                        if(s != null && s.spell_destroys_walls())
                            fl.set_tile_aura(current_ray_position, Tile.Aura.Attack);
                    }

                    if ((main_hand != null && main_hand.get_my_weapon_type() == Weapon.Type.Crossbow) ||
                        (off_hand != null && off_hand.get_my_weapon_type() == Weapon.Type.Crossbow))
                        if (fl.is_monster_here(current_ray_position, out monsterID) ||
                            fl.is_destroyable_Doodad_here(current_ray_position, out whoCares))
                            remove = true;

                    if (range_rays[i].is_at_end() || remove)
                        range_rays.RemoveAt(i);
                }
            }

            range_rays.Clear();
            if (s != null && s.get_aoe_size() > 1)
            {
                int aoe_range = s.get_aoe_size() / 2;
                endpoints = calculate_endpoints(r1.my_grid_coord, aoe_range);
                bool destroys_walls = s.spell_destroys_walls();

                for (int i = 0; i < endpoints.Count; i++)
                {
                    range_rays.Add(new VisionRay(r1.my_grid_coord, endpoints[i]));
                }
                while (range_rays.Count > 0)
                {
                    for (int i = 0; i < range_rays.Count; i++)
                    {
                        bool remove = false;

                        range_rays[i].update();
                        gridCoordinate current_ray_position = new gridCoordinate((int)range_rays[i].my_current_position.X / 32, (int)range_rays[i].my_current_position.Y / 32);

                        if (!fl.is_tile_opaque(current_ray_position))
                            if (fl.aura_of_specific_tile(current_ray_position) == Tile.Aura.Attack)
                                fl.set_tile_aura(current_ray_position, Tile.Aura.AtkAndAOE);
                            else if(fl.aura_of_specific_tile(current_ray_position) != Tile.Aura.AtkAndAOE &&
                                    fl.aura_of_specific_tile(current_ray_position) != Tile.Aura.Attack)
                                fl.set_tile_aura(current_ray_position, Tile.Aura.AOE_Range);

                        if (fl.is_tile_opaque(current_ray_position) && !destroys_walls)
                            remove = true;

                        if (range_rays[i].is_at_end() || remove)
//.........这里部分代码省略.........
开发者ID:Chupaflor,项目名称:Cronkpit_Samples,代码行数:101,代码来源:Player.cs

示例3: set_charge_attack_aura

        public void set_charge_attack_aura(Floor fl, int lanceID, gridCoordinate pl_gc)
        {
            Weapon c_lance = null;
            for (int i = 0; i < inventory.Count; i++)
            {
                if (inventory[i].get_my_IDno() == lanceID)
                    c_lance = (Weapon)inventory[i];
            }
            int lance_range = c_lance.get_my_range();

            List<gridCoordinate> endPoints = calculate_endpoints(pl_gc, lance_range);
            List<VisionRay> charge_rays = new List<VisionRay>();

            for (int i = 0; i < endPoints.Count; i++)
            {
               charge_rays.Add(new VisionRay(pl_gc, endPoints[i]));
            }

            int monsterID = -1;
            while (charge_rays.Count > 0)
            {
                for (int i = 0; i < charge_rays.Count; i++)
                {
                    bool remove = false;
                    int whoCares = -1;
                    charge_rays[i].update();
                    gridCoordinate current_ray_position = new gridCoordinate((int)charge_rays[i].my_current_position.X / 32, (int)charge_rays[i].my_current_position.Y / 32);
                    int x_difference = positive_difference(pl_gc.x, current_ray_position.x);
                    int y_difference = positive_difference(pl_gc.y, current_ray_position.y);

                    if (fl.isWalkable(current_ray_position) && (x_difference > 1 || y_difference > 1))
                        fl.set_tile_aura(current_ray_position, Tile.Aura.Attack);

                    if (!fl.isWalkable(current_ray_position) && (x_difference > 1 || y_difference > 1) &&
                        fl.is_destroyable_Doodad_here(current_ray_position, out whoCares))
                        fl.set_tile_aura(current_ray_position, Tile.Aura.Attack);

                    if (!fl.isWalkable(current_ray_position) || fl.is_monster_here(current_ray_position, out monsterID))
                        remove = true;

                    if (charge_rays[i].is_at_end() || remove)
                        charge_rays.RemoveAt(i);
                }
            }
        }
开发者ID:Chupaflor,项目名称:Cronkpit_Samples,代码行数:45,代码来源:Player.cs


注:本文中的Floor.set_tile_aura方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。